Not it's blurry on the VIVE also! Until they add SHARPENING like in iRacing, the game will keep looking blurry, not sharp as it could be

Please devs add a "sharpen filter" to VR mode, please try iRacing to see how much it adds to clarity and decide by yourself!

Sharpening is an abominable feature, and will depending on implementation COST you real resolution since you are tracing edges with contrast pixels.
Sure there is luminance based sharpening but I have yet to see that enabled well enough.

I think we have implemented this (luma sharpening) well enough. For sure, using too much sharpening (it's controllable via a config file) will give poor results, but being sensible with it can really make a nice difference at Rift/Vive resolutions in my opinion. It's no silver bullet of course, but every little helps.

I think we have implemented this (luma sharpening) well enough. For sure, using too much sharpening (it's controllable via a config file) will give poor results, but being sensible with it can really make a nice difference at Rift/Vive resolutions in my opinion. It's no silver bullet of course, but every little helps.

... to create these values in the file the first time, either delete your current file and run the game (after you've installed the 4.0.0.3 patch of course), or, if you want to maintain your current settings, run the game and go in and out of the "Performance" graphics menu.

The values are used as follows (apologies for the somewhat technical explanations - the only value most people will want to change probably is the first one, strength):

Strength (0.0->3.0, default 0.0) - the strength of the sharpening, zero being off. I find a subtle amount like 0.6 to be a good starting point. Too high a value will cause shimmering effects and a generally unnatural look to the image. Note that having sharpening on at all will have a small performance cost, but the size of that hit doesn't vary with the amount of sharpening.

Clamp (0.0->1.0, default 0.045) - limits the amount of sharpening at the local pixel level (if you have a large continuity difference between the original pixel and blurred pixel it limits the amount of offset applied).

Offset (0.0->6.0, default 1.0) - the offset from the current pixel for the sampling pattern (so if it's 1 it will sample neighbouring pixels, any less and it will bias towards the central pixel, any more and it will start sampling pixels outside the normal kernel).